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WFRP 2nd Edition

Ulric’s Tome
The
Unofficial Large Rule, Item, Combat,
Skill, Talent, Ordnance and Movement
Enhancement

v 1.01

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1.4 Sizes
Abbreviations
AK Academic Knowledge Puny 0 Mouse, Butterfly, Gecko
CK Common Knowledge Tiny 1 Crow, Pidgeon, Bat
CRB Core Rulebook Little 2 Cat, Hawk, Raven, Megabat
CN Casting Number Small 3 Dog, Snotling, Foal
DoS Degrees of Success
Halfsized 4 Halfling, Goblin, Wolf, Giant Rat
DoF Degrees of Failure
Dmg Damage Average 5 Dwarf, Elf, Human, Pony, Hobgoblin
Enc Encumbrance Large 6 Horse, Ogre, Bear, Troll, Pegasus,
FA Full Action Enormous 7 Griffon, Wyvern, Manticore
HA Half Action
Monstrous 8 Dragon, Giant, Arachnarok Spider
OWA Old World Armoury - Rulebook
RoS Realms of Sorcery - Rulebook
SBM Strength Bonus Melee (Strike Bonus)
SL Speak Language Some combinations of riders and mounts increase
Soak Total damage reduction from armour the size of the two. A Goblin on a wolf turns both into
and TB or TBM against a source one Average sized enemy. A human on a pony or a rat
TBM Toughness Bonus Melee (Tenacity on a pigeon do not increase the size.
Bonus)
SWG Specialist Weapon Group You gain 10x the size difference in opposed strength
S2i Strike to Injure tests. (E.g. Humans have -30 vs Dragons who gain
STS Strike to Stun +30). If the larger opponent has momentum
(charging etc.), the effect is doubled.
1.5 Bestiary and Enemies
1. General, Tests, Characters, misc.
Warrior Enemies and NPCs (Gors, Orcs, Chaos
1.1 Auto Success and Fail Marauders, Chaos Warriors, Soldiers, Bestigors and
higher) should have an Attack characteristic of 2 and
Rolling a 01-05 always succeeds as long as the
not 1.
attempt actually can be successful. In opposed tests
you always win with at least 0 Degrees of Success. 1.6 Option: Encumbrance (Enc)
Rolling a 96-100 always fails a test. Opposed rolls Encumbrance is now counted similarly to 4th E, by a
also always fail with at least 0 Degrees of Failure.
faster method. Your carry capacity is calculated by
1.2 Shallya’s Mercy your SB and TB added together. Every 2 points above
the limit, your Movement characteristic is decreased
You may switch two characteristics and replace one by 1. Items inside carried containers do not count
roll with 11. You gain the replacement only if you
towards your limit. Some items like arrows (1/20),
have at least two rolls below 11.
coins (1/100) or Javelins (1/3) are counted in frac-
1.3 Money tions which means if you carry half of what is listed
in the compendium, the item counts as 1 point of
All gold prices from the CRB, OWA, RoS, etc. that are
not already covered by the “Item Compendium” are Encumbrance (e.g. 10+ arrows, 2-3 javelins). You
reduced by a factor of 10 – silver by a factor of 5. may use with fractions inside containers like quivers
Incomes and copper prices remain the same. This etc.
rule is more of a guideline to get the values aligned
with the Compendium. Backpacks, slingbags and clothing worn are counted
as 1 Enc lower. Armour needs to be at least Good
Rewards, Spell component prices, etc. are also craftsmanship to receive the same Enc reduction.
adjusted similarly.
Soft and light containers like Sling-bags (2/1) count
as full when they are more than half filled.

Carry capacities of containers is twice their own Enc


rating. (Backpacks gain 1 Enc extra = 5 capacity)

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2. Skills perception to sight-related tests in dark environ-
ments.
2.1 Basic Skills
3.3 Lightning Parry
The following are now Basic Skills:
You gain 1 free, independent parry per turn. This
Dodge Blow, Blather, Charm Animal, Follow Trail, supersedes the rule of being allowed only 1 parry
Prepare Poison, Shadowing, Sleight of Hand per turn.
Option: Untrained Basic skills are no longer halved, During a Swift-Attack Action, you may forego one
but are tested at -10. attack to enter a Parry Stance.
Untrained weapon groups are tested at -10, and 3.4 Sturdy
don’t gain any beneficial quality (Impact, Precise,
Fast, etc.) You may reduce any Movement penalty due to wear-
ing armour by 1.
2.2 Heal-Tests (1 Full Action)
Your Encumbrance limit counts the SB twice. Poor
The healing 1d10 rolls are always at least equal to quality armour does not add 1 Enc when worn for
the amount of Degrees of Success (unless heavily you.
wounded).
3.5 Strike to Stun
Shallya’s Fury: Rolling a 10 on the healing test causes
a healing escalation like Ulric’s fury with the heal When successfully hitting an enemy, instead of deal-
skill as a confirmation trigger. ing damage, you may roll an S-Test opposed by a T-
Test of the enemy, which gains +10 for every point of
Healing in combat can be done quickly for a full armour protecting the hit location. The enemy is
action, but needs proper attention after the battle for dazed for 1+DoS rounds. It loses 1 Half Action each
1d10 minutes or you will start losing 1 Wound every round and gains a penalty of -10 to all Tests. If the hit
10 minutes. location is the head, the enemy is stunned for the
first round.
After you received a Heal-Test (regardless of suc-
cess), your current W becomes your maximum W for *Armour piercing does not apply, size difference pen-
the rest of the day unless you drink healing draughts alties and bonuses apply to the S-Test (e.g. Humans
or similar effects. This way you cannot heal an older get -10 to the S-Test vs an Ogre).
treated leg wound by treating your newly cut hand.
Should a heal test be failed, but you are still bleeding 3.6 Swashbuckler
etc., you may still receive more healing-tests until it
You gain +1 yard for horizontal jumps and +1 foot for
stops bleeding or your hand is functioning again, but
vertical jumps, regardless of the test outcome. You
cannot regain wounds.
reduce running jumps by 1 half action and can do
3. Talents standing jumps with your free Move-Action. (see Ch.
7.4) You can stand up with your free Move-Action.
3.1 Frenzy
3.7 Tilean Armed Grapple (200XP)
Additionally to the effects described on p.98 CRB you
gain the following attack option: You do not have to drop your weapon to grapple an
opponent and you can deal damage with your
Frenzied Allout-Attack (1 FA): You can attack twice
weapon while grappling instead of unarmed damage.
with +10 during Allout-Attacks.
Beneficial weapon qualities do not apply for this hit
3.2 Night-Vision (optional) except for daggers. It may only be learned from a
master and is not part of any career.
Light sources double in strength for you, increasing
the vision range in darkness by 50%. You gain +10%

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4. Combat 4.5 New Action: Brace (Full Action)

4.1 Savage hits and Critical Misses You ready your weapon and wait for the enemy to
come closer. If an Enemy enters your attack range,
Rolling a 01-05 when attacking causes a savage hit.
you may attack them whenever you want. Magic may
The damage 1d10 is at least 10 minus the Attack-Roll
channel and cast a half action spell, but must
value and Ulric’s Fury is automatically confirmed on
announce which spell when bracing. You gain +10 to
a 10. E.g. Rolling a 01 means your 1d10 is at least a 9
the first Parry or Dodge Attempt this turn. Two-
(= 10-1).
Handed melee weapons gain a +10 to the attack.
For magic, this can only be triggered by a preceding 4.6 New Action: Riposte (1 Parry/Dodge)
channel test. For multiple magic missiles, it can only
be triggered on the first missile. For Area of Effect Once per turn, instead of normally Parrying or
damage, it only applies to the closest target (Cone) Dodging one Standard- or Swift- Attack, you can try
or the one closest to the centre (Small and Large counterattacking. You must announce that you are
Template). trying to Riposte the attack before rolling a Parry or
Dodge-Test and before damage is rolled. If you suc-
Rolling a 96-100 on an attack cause a critical miss. In ceed, you can attack the opponent with a separate
melee, the enemy may get an attack of opportunity attack roll. When using a SWG(Parrying) weapon to
on you that cannot be parried or dodged. A ranged parry, the attack gains a +10 modifier. Should you
attack throws off your aim and you suffer -10 to your fail, the enemy damage is increased by 2, or by 4 for
BS for the rest of the round. Channelling suffers a -1 a weapon hit with the Impact quality. Charges,
to all casting dice. Allout-Attacks and attacks with the Unstoppable
4.2 Initiative Blows Talent cannot be parried this way, but they
can be dodged with Riposte. Guarded Attacks cannot
Initiative is your Ag Bonus + 1d10 (Ag÷10 +1d10). be parried or dodged with Riposte.
Alternatively it can be Ag+1d10 or flat Ag.
4.7 Ranged and Sizes
Pets, familiars and mounts act simultaneous to their
master. You gain +10 to BS-Attacks for each size larger than
Average and -10 for each size smaller than Average.
4.3 Helpless
4.8 Risky shots
Attacking a Helpless enemy no longer is an auto-
matic success, but an attack at +30. The Tenacity You may ignore the -20 penalty for shooting into
Bonus (see Ch. 5.1 p. 6) does not apply OR if you are melee, where allies are engaged. If you miss by 2 or
not using the Melee Damage optional rule, the enemy more degrees of failure, you hit an ally.
takes an extra 4 damage. 4.9 Reaction Fire
4.4 New Action: Assassination (Full Action) When charged by an enemy, you may shoot a loaded
Sneaking up on an Enemy triggers an opposed Silent mechanical or gunpowder weapon at -10, if it is in
Move – Perception (hearing/smelling) Test. If the your hand and fully loaded. You may not parry or
assassin succeeds, he must succeed on an attack dodge this round or already be engaged in melee.
against an unaware opponent (+30). 4.10 Stages of Reload
When wielding a dagger, unsuspecting and out of You only lose 1 full action of the reload progress if
combat humanoid enemies without armour protect- you get hit while reloading and succeed an Ag-10
ing their neck (like a leather hood, mail coif, breast- test.
plate etc.) are killed outright. Otherwise, they take
damage like a helpless enemy AND an extra 1d10 4.11 Running Shot
damage. If the opponent wins the perception test, it After two or more Move-Actions in a turn, you gain a
turns into a single Standard Attack (+0). -10 penalty to shots.

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4.12 Melee Shooting hooves, wheels or talons, whichever is appropriate.
The test gets +10 for each size increase of the target
Non-Pistol Gunpowder/Engineering weapons may beyond the first step - a Human(5) would get +20 to
be fired at an engaged opponent at -20 and cannot avoid being trampled by a Dragon(8), a Halfling(4)
be aimed. The enemy may dodge or parry those +30. Characters more than 2 sizes larger trample
attacks. You may also use your WS to shoot gun- without the need for knocking the enemy down.
powder weapons in melee.
4.15 Mounted Combat
You may shoot a non-pistol ranged weapon at any
other enemy, but your engaged opponents gain an Shooting form Horseback results in a -10 penalty
attack of opportunity after you fired the weapon. when moving. -20 in rough or dangerous terrain.
Throwing knives and pistols may be shot/thrown at
Mounts take actions at the same time as their rider.
any enemy while engaged in melee without penalty.
E.g. aiming and shooting happens at the same time
4.13 Grappling as your horse attacking/running. A horse cannot do
a charge action followed by a stationary swift attack
4.13.1 Grappling Hands from the rider.
You need a free hand to grapple an opponent. New Action: Mounted Charge (Full Action)
Weapons held must be dropped. Weapons that allow
the use of an open hand (Shields, Knuckle Dusters When mounted and charging or running in a line
etc.) are exempt from this. (roughly) past an enemy, you may attack enemies in
melee up to your Attack-Characteristic. You must
4.13.2 Grappling and Size select a new target for each attack. The first attack is
made with a +10 modifier, but it is reduced by 10 for
You cannot restrain a creature more than 1 size lar-
each subsequent enemy.
ger than yourself, but you can hang on to them.
Enemies 1 size larger may move if they succeed on a If you manage to hit an enemy, the enemy cannot
free opposed S-Test against the grappler. If the size trigger an attack of opportunity on you, as they are
difference is large enough, you can climb on the busy parrying, dodging or taking damage.
enemy (e.g. a Halfling on an Ogre or a Human on a
Dragon). Your mount may overrun as many enemies as its
Attack characteristic (See ‘Overrun’).
4.13.3 New Action: Tackle
To get your mount to Overrun additional enemies,
When charging, you may try to tackle an enemy of you must succeed on a Ride (Horses, Wolves, Bears)
your size instead grappling. Both parties will be or Command (Ogres, Giants, Dragons) (+10) Test for
knocked down and the opponent restrained. If you each enemy. You may trade as many of the rider’s
fail your tackle, you will be knocked down and the attacks as you want to attempt to overrun an equal
enemy has to succeed on an Ag-Test (+10 for every amount of enemies with your mount. Enemies 2 or
DoF of the Tackle) or be knocked down with you, but more sizes smaller than the mount are not limited by
is not grappled. number and do not require a test.

4.14 Overrun and Trample A mount trained for combat or a predatory mount
are needed for this or all associated tests become
If you Charge or Run over an enemy 1 size smaller
hard (-20).
than you, your opponent must succeed on an Ag-Test
or be knocked down. You can Overrun as many
enemies as your Attack-Characteristic. Enemies 2 or
more sizes smaller than you can be overrun without
this limitation.

Enemies already knocked down, must succeed on an


Ag-test or be trampled by the opponents’ feet,

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5. Optional: Melee Damage Skill 5.1 Removing the WS defensive bonus

As an option, damage and defence in melee can be The following effects remove the extra defence the
passively influenced by the skill of the individual WS brings:
opponents.  A successful feint (next attack only)
For calculating the SB of melee weapons, S and WS  Not being aware of the Attack (first only)
are combined. The damage reduction in melee is a  Being the target of a successful Assassination
combined T and WS. Instead of Strength and Tough-  Not defending yourself
ness Bonus, they may be called Strike and Tenacity
 Being Helpless
Bonus (SBM, TBM).
Use the normal passive Damage reduction when
struck in Melee in these cases.
Melee Strike Bonus calculation (SBM):

SBM = (WS + S) ÷ 10 rounded down 6. Spellcasting

Melee Tenacity Bonus calculation (TBM): 6.1 Holding Spells

TBM = (WS + T) ÷ 10 rounded down You can prepare an over-time spell like Aethyric
Armour or a blessing by casting the spell and holding
on to it with a successful (free) channelling test. You
can release the spell as a free action. Taking damage
Example:
or other acts that break concentration cause another
WS = 39, S = 34, T = 30, Rapier (-1), Leather (+1): channelling test. Failing the initial or subsequent
channelling tests or casting another spell, release the
SBM = (39 + 34) ÷ 10 = 7.3 ⇲ 7 spell immediately. You can hold onto a spell like this
for 'Mag'x10 minutes.
TBM = (39 + 30) ÷ 10 = 6.9 ⇲ 6

Damage = -1 + 7 + 1d10 = 6 + 1d10


6.2 Familiars
Soak(Melee) = 1+6 = 7|Soak(Normal) = 1+3 = 4
You can only benefit from 1 Instance of the ‘Magic
Power’ Familiar Talent (max. +1 Mag).
Additionally the following modifiers apply:
Talents that do not have a specified range like Magic
A charge gives a +1 to the damage. An All-out-attack Power, Lucky Charm, or Link of Psyche have a max-
gives a +2 to damage. Frenzy gives an extra +1 to imum range of 1800m or 2000 yards (1 Scots mile).
damage (Frenzied All-Out Attacks would gain a total
of +3).

Defensive Stance reduces Melee Damage taken by 2.


Guarded Attack reduces Melee Damage dealt and
received by 1.

Situational WS-Test-bonuses (outnumbering,


weapon craftsmanship, Charge, Allout-attack, poor
vision, prone, offhand-penalties etc.) do NOT apply.

Modifications in the WS characteristic DO apply


(Frenzy, Blood in eyes from a value 3 head critical
hit, lost limbs, potion effects, Advances).

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7. Movement Overhaul 7.4 Jumping and Leaping

You gain 1 free Move-Action each turn. Following 1. When jumping, make a Strength (+0) or a Per-
Move-Actions cost 1 Half-Action. Charge and Run former (Acrobat)(S)+10 Test.
actions have their range reduced accordingly.
2. If you succeed, you jump your Movement-Charac-
Effects that reduce your turn by 1 Half-Action, also teristic (M) in yards. You gain +1/3 yard (1 foot) for
reduce the free movement by half the distance. each DoS up to 1 full yard. Each DoF reduces your
jumping distance by 1 yard down to a minimum of
7.1 Prone
half your M in yards.1
Being Prone has the following effects:
3. Not running for at least 4 yards (2 sq.) in a
 Enemies may Overrun you as if you were 1 size straight-line halves the result (=Standing Jump). This
smaller will only cost half an action.²
 Your Movement range is halved (rounded up
4. You can choose to lunge after you made the roll to
when using grids)
gain 1 additional yard extra. This will knock you
 You cannot jump or leap down on impact. You can lunge in a standing jump to
 Ranged attacks against you gain -20 to hit gain 1 yard extra.
 Enemies may shoot you with any ranged weapon
in melee range at +20 5. Owning the Swashbuckler Talent also adds 1 yard
extra.
 Melee attacks against you gain +20 to hit
 You cannot make attacks of opportunity Vertical jumps use the same numbers but divide the
 Your melee attacks, parries and dodges are rolled distances by 3. Yards (90cm) become feet (30cm)
with a -20 penalty and 1 foot becomes 4 inches (10 cm).
 Ranged attacks are possible, thrown weapons 1
) Rolls of 96-99 knock you down. On rolls of 100 you
have their ranges halved
slip down into the abyss (if there is one).
 Reloading times are increased by 1 half action
2
) Optional: If you run for 2 yards (1 sq.) you can do a
7.2 Hazardous Terrain
half running/standing jump by reducing the result to
Moving in potentially hazardous terrain like sharp only 66% (In case the PC really needs every single
stones, ice, high, slippery tree-branches etc. reduces bit). Full Action/Full Movement. Use sparingly or use
your movement range by at least half, if you want to a calculator.
traverse it safely.

7.3 Delay and Free Move-Action

You must use your free Move-Action during your


turn and cannot use it when triggering the Delayed
action.

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8. Combat Items They are usually Best craftsmanship, so they also
gain a bonus, see 8.1.1.
8.1 Armour
8.2 Weapons
8.1.1 Armour Craftsmanship
New and Modified Weapons and Ammunition:
Craftsmanship for Armour confers the following
 Arbalest: a heavier crossbow with a steel prod
benefits and penalties:
and a winch
Poor:  Awl Pike: A difficult to use two-handed spear, that
is meant to strike at joints and weak-points with
 Encumbrance when worn is increased by 1
an armour-breaking point.
Good:  Blunderbuss: The range is dependant on the am-
munition used, requires twice the amount of gun-
 Encumbrance when worn is decreased by 1 (min-
powder per shot
imum 0)
 Grudge-Raker: A double-barrelled Dwarven Blun-
 To gain the Encumbrance reduction, the underly-
derbuss (see above)
ing layers of armour must also be at least Good
 Clay Round Shot: potentially lethal ammunition
Best: gains one of the following that is safe(r) to use, but is mostly a danger to
 Durable (2) ducks and practice targets

 Unsettling (Full Scale and Full Plate only), +10 to  Spear, Long: A large spear that needs to be wiel-
Intimidate tests ded with both hands.

 Damage reduction applies to Fire Damage, +30 to  Spear, Short: A spear that reaches just past head-
Ag-Tests to put out fire height of a man, which can be used with one hand
and a shield like a handweapon or with two
 Ag penalty from medium armour is reduced by 1 hands like a quarterstaff, which gives it the de-
for every location covered (max 6) fensive quality.
 Ag penalty from heavy armour is reduced by 1 for  Steel and Iron Round Shot: increased damage
every location covered (max 6) - requires under- traded for a higher misfire and jam chance, as the
lying best Medium Armour with the same effect rounds are almost as hard as the gun barrels.
 Critical Hit Values are reduced by 1 (Plate only)  Faustschlag: Large single balls weighing 1/5lb
(100g) used in Blunderbusses and Grudge-
8.1.2 Hides Rakers. They are faster to load and deal damage
to a single target, but are extremely dangerous to
Hide armour uses the characteristics and prices of use. Good quality ammunition has a 50% chance
Studded Leather. to be recoverable as poor quality.
 Net: In addition to being snared, the creature
8.1.3 Heavy Armour
trapped inside a net gains -10 to all tests to trying
Heavy armour without medium armour underneath to free itself and has its Movement characteristic
reduced to 0.
still confers the -10 penalty to Agility.
 Whip: When hit, your opponent must succeed on
8.1.4 Armour Materials a Toughness Test with +10 for each point of Ar-
mour on the hit location, or lose 1 half action
Ithilmar armour gains Durable (1) and is split into (stackable).
mail and scale. They are always best quality. Mail
adds 2 AP to the protected area and scale adds 3 AP. 8.2.1 Quality: Armour Piercing
They follow the normal armour rules, apart from the Multiple instances of Armour Piercing are additive.
fact, that they do not add the -10 modifier to Agility
when worn. 8.2.2 Quality: Durable (X)

Gromril Armour cannot break by normal means and An item can be damaged X amount of times before
reduces fire damage. counting as damaged. See Ch.8.5. Repairing undam-
aged Durable items in a forge always succeeds.

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8.2.3 Quality: Impact and Tiring One-Handed, Melee:

Tiring resets after 1 round of not fighting in melee or  Armour Piercing


during a charge.  Defensive
 Durable (1)
8.2.4 Quality: Long
 Pummelling
Your reach is so long, that enemies without a two-  Precise (Daggers only)
handed weapon cannot hit you first with a Brace-  Balanced
action. Enemies with a two-handed Weapon can still
 Unbreakable by normal means, slow (Shields
hit you first, but they don’t gain the +10 bonus to the only)
WS-Test. Braced enemies lose their Attack if they
take damage. Two-Handed, Melee (incl. Short Spears):
 Armour Piercing
8.2.5 Quality: Precise
 Defensive, Durable (1)
A Precise weapon penetrates 1 point of armour for  Durable (2)
every Degree of Success up to 3. If armour is com-
 Pummelling
pletely penetrated that way, the hit gains +1 to its
 Remove slow
critical value.
8.4 Weapon Materials
Ranged Weapons require the Aim-Action to penet-
rate more than 1 point of armour. Weapons of Ithilmar gain Fast. Slow weapons have
the Slow removed instead. Fast weapons gain Pre-
8.2.6 Quality: Pummelling cise. Fast and Precise weapons gain Armour Piercing.
When a strike with this Quality hits the head. The Gromril weapons cannot break by normal means and
Enemy must succeed on a T-Test with a +10 for every gain +1 to their base damage.
point of armour on the head that was not penetrated,
or be dazed for 1 turn and lose 1 Half Action. They are usually Best craftsmanship, so they also
gain a bonus, see 8.3.
You gain +10 for S-Tests in Strike to Stun attempts.
8.5 Item Damage
8.2.7 Quality: Snare
Weapons and armour take damage when success-
When struck by a weapon with this quality, a fully parrying or being struck by a hit from:
creature must succeed on an Ag-Test or have their  An Allout-Attack
movement characteristic reduced to 1 and Enemies
 A blow that unleashed Ulric’s Fury
gain +20 to WS-Tests trying to hit it. A successful S-
or Ag-Test can be used to try and escape (1 HA).  An attack with the ‘Unstoppable Blows’-Talent

When one of the cases occurs, roll a d10 and on a roll


8.2.8 Quality: Wrapping of 1, the item takes damage.
The weapon’s attacks wrap around the enemies
Once an item is damaged, it counts as poor crafts-
shields and weapons. Opponents gain -10 to Parry
manship and loses all beneficial qualities. Poor
attempts.
craftsmanship weapons break when damaged.
8.3 Weapon Craftsmanship Broken weapons count as improvised. Damaged
armour loses 1 Armour-Point and breaks when the
Good Craftsmanship Weapons give a +5 to the appro- last AP is removed.
priate skill.
You can repair damaged items by 1 stage with a suc-
Best Craftsmanship melee weapons can add one of cessful Trade-Test (1d10 Minutes). Once that fails, it
the following as appropriate (e.g., Pummelling Foils cannot be repaired further without a forge(+10). If
would be a bit of a stretch) that also fails, the item cannot be repaired further.
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8.6 Gunpowder Weapons Gunpowder Craftsmanship Effects
Gunpowder Jam Misfire Misfire
Gunpowder weapons work mostly according to the Mishaps Damage
OWA/CRB rules. Best Quality Gunpowder weapons Best +1 +1 Weapon
no longer have a chance to explode, but can still jam. Damage
Good +1 +0 Weapon
(See Table Gunpowder Craftsmanship Effects)
Damage
Unreliable 96 100 Weapon
Unreliable/Experimental (X/Y) on weapons shows
Damage
the number that must be rolled to Jam (X) or Misfire Experimental 96 99 8 + 1d10
(Y) and possibly detonate the gun. Unreliable/ Poor -16 -8 8 + 1d10
Experimental(X/Y) on Ammunition shows the modi-
fiers to those chances. Ammunition Jam Misfire Powder
Good +1 +0 Good
Any weapon with a Misfire Roll of 99 or lower auto- Common +0 +0 Common
matically counts as Experimental. Weapons with a Poor -5 -1 Poor
Misfire roll of 100 or higher are Unreliable. 8.6.2 Explosive Weapons
Jammed Gunpowder guns can be unjammed without Explosives are Ordinary weapons, since they are
the Trade (Gunsmith) skill by characters with SWG easy to use and there is no career with the SWG
(Gunpowder) or SWG (Engineer) in 1 minute. Engin- (Explosive) Talent anyway. Manufacturing them
eering Weapons need SWG (Engineer) and take 1d10 requires Trade(Gunsmith). Bombs detonate in an
minutes. area of 10 yards diameter (not radius), like the large
template.
8.6.1 Craftsmanship
Explosive weapons use Jam/Misfire as if they were
There are no Best quality ammunition or gunpowder.
Unreliable (96/100), only that instead of jamming,
Quality ammunition and gunpowder provide stack-
the weapon is dropped at your feet (10% chance of
ing bonuses or penalties to the jam and misfire
going out). Misfires always explode. You no longer
chances of a gun. For example good powder and
drop explosives at your feet when you fail by more
ammunition, will provide a total of 2% reduction in
than 3 Degrees of Failure.
weapon jamming chance.
When missing, you roll a d10 for the location (Table
Good quality powder turns to poor powder after
4-1 p.45, OWA) going out on a 1 and exploding on a
being wet and common and poor powder remains
10, but the distance to the intended target is 1 + DoF
completely ruined.
yards.
Example: A Poor craftsmanship (-16/-8) Blunder-
buss jams on rolls 80+ and Misfires at 91+ and is
considered Experimental. Loaded with four iron
round shot with Unreliable (-5/-0), reduces the jam
roll to 75+ and the misfire stays at 91+. Poor Quality
powder (-5/-1) increases the risk even further, jam-
ming the gun on 70+ and misfiring at 90+. The shot
would penetrate 1 point of Armour.

A common Araby Jezzail used with poor powder (-


5/-1) turns unreliable and jams on 96+ and misfires
on 100.

A best Craftsmanship Pistol jams on 97+ and cannot


misfire anymore.

10
9. New and modified Items etc. available on commission and require a large
group of mercenaries with special skills over a
9.1 Carrying Containers and Equipment long time. Success is not guaranteed.
 Flask: Holds enough liquid (8 oz, 1/2 pint,  Pegasus Foal: Large Bretonnian breeders require
250ml) for larger amounts of liquid spell ingredi- a medium sized village to even breed a small
ents and draughts. When lined with lead, it pro- number of pegasi. The demand is high. Only Bre-
tects the contents from minor effects of Tzeench’s tonnian Knights are legally allowed to purchase
Curse. one.
 Vial: Holds the amount for 1 potion or 1 small li- 9.5 Transport
quid spell ingredient. When lined with lead, it
protects the contents from minor effects of Mobile Laboratory Wagon: Wagons that have been
Tzeench’s Curse. refitted to hold up to 4 tables with potion brewing
9.2 Tools implements. The wagon must be stationary to brew.
Poor Craftsmanship Wagons have a 1% chance each
 Ice: Ice can be found even in summer, stored in
large underground chambers in breweries, tav- day of travel to suffer the ‘Clumsy Fool’ brewing dis-
erns and butcher shops. aster unless you prepare the wagon for 10 minutes
 Lock Picks: Needed to pick locks, on a failure of per implement. Good quality wagons are not at risk
more than 1 degree, the pick breaks for common of a disaster when going top-speed and best quality
craftsmanship and for good and best at 2 de- wagons can be used while travelling on the road –
grees. Poor quality lock picks always break on a it’s still a bad idea to go at top speed while brewing.
failure. Best lock picks also gain +5% on pick-lock
tests. 9.6 Businesses
 Potion Implements: A large array of vials, beak- For incomes, the Trade Test Modifiers of p. 93 of the
ers, burners and fragile tools to create one batch
OWA may be used alongside the income table. The
of potions.
incomes are before food and rent, but after taxes. A
 Safe Cushioned Chest for Potion Implements: workday is 8 days, but two of them will be spent on
Large lead-lined chests that can transport 1 set of
taxes, tithes, fees, working on the lord’s fields etc.
potion implements and batches in progress safely
and can load and unload them quickly. They are (the income tables are adjusted correspondingly).
always best quality. Hiring costs are therefore 33% higher than incomes
 Safe Cold Lead Chest for potion ingredients: Small (x 8/6).
lead-lined chests that can hold up to 3 sets of in-
The business quality can only be changed by consid-
gredients for potions and 16 lbs of ice (8 L). Cold
ingredients double their longevity to 2 months. erable investment, care or negligence on the owners
Requires 1-8 lbs (0.5-4 kg) of ice per week to part. To secure a best quality business, you need to
keep cold. actively think outside the box and promote, expand
or refine your own business and cut down oppon-
9.3 Poisons
ents – be it financially or literally. Not every business
9.3.1 Stone of Envy (Routine + 10) can be expanded or fail quickly – even a poor farmer
has at least 100 acres of land (although there is a
The fluids inside the mutated fruit stone make a large chunk of it poor quality). A peasant family
potion age rapidly by one season (month). The stone might need over 250 years to become a family of lar-
releases more juices making the potion age by one ger scale landownders. A crisis develops on a roll of
additional season per degree of success. 96-100 which will reduce your quality if ignored.
9.4 Mounts 9.7 Gemstones, Jewellery and Accessories
 Arabyan Thoroughbred: It uses the characterist-
Gemstones need a special gem-slot to be fitted into
ics of a Destrier, but it gains +1 to M, +5 to Int and
+10 to Wp as well as the Swashbuckler Talent. Jewellery and Accessories, which has its own price.

 Hippogriff Egg: Finding a Hippogriff that recently 9.8 Valuable Goods


laid an egg and bringing it to a knight in time is
such a tedious and hard work, that they are only Silver prices are divided by 5 and gold prices by 10.

11
10. Potions If you are scavenging yourself, make sure to bring
reinforcements. It can range from 2 militiamen when
For ingredient and potion costs from potions inside foraging in the grasslands to 25 hardened
the RoS please refer to the Item Compendium. mercenaries during a covert expedition into the
chaos wastes.
You need a special cushioned large chest to transport
one potion brewing implement and its batch in Ingredients stored inside a cooled box last 2 months.
progress. Careful wrapping or unwrapping of the Frozen ingredients stop spoiling.
fragile components takes minutes (each) otherwise.
Unprotected transporting of the implements has a 10.2 Brewing
chance of 5% of suffering the ‘clumsy fool’ brewing
disaster each day or 15% off-road. You may use Trade (Apothecary) to brew potions
instead of flat intelligence.
Potions inside lead-lined vials and flasks are
protected from minor effects of Tzeench’s curse. Every 1/4th of the brewing process you have a +25%
chance of having the breakthrough determining
10.1 Ingredients success and failure for the current batch. The
number of brewed potions in one batch is
You may use the ‘Search’-Skill to look for ingredients determined at the end of the creation process. (e.g. at
instead of flat intelligence. 3/4th of the way you roll a d100 and have a 75%
chance of experiencing the breakthrough).
Potion ingredients may be bought by commission
from the colleges of magic (if you are a licensed You can operate a number of potion brewing
Member – or pretending to be), which might take implements equal to your magic characteristic. You
months and usually requires a few mercenaries and may use it to brew several different batches or speed
a trained journeyman or magister to make the up the potion creation process (divide time by the
journey safely. Ingredients may also be purchased number of implements used). Using different
directly from the open market. qualities of implements for the same potion always
counts as if you used the worst quality of them all.
Brewing Disasters (Replaces Table 7-10, RoS)
Roll Result
1 Headaches The vapours released by your distillations bring you pain. You suffer a –5% to all
tests made in the course of brewing this potion, including anything you do away from your
laboratory. You may roll another breakthrough next time, unless this is at the end of the
brewing process in which case your potion is spoiled. (see 2)
2 Very Close You manage to create the potion, but it is spoiled. Roll once on Table 7–9: Potion
Spoilage Effects (RoS) to determine its side effects.
3 Not so Close You create the potion, but it is seriously spoiled. Roll twice on Table 7–9: Potion
Spoilage Effects (RoS) to determine its side effects.
4 No Disastrous Effect You fail to create anything useful, but that is the extent of your misery.
5 Smoke and Stink Your brewing attempt is a failure and thick smoke that resists your most
determined efforts lingers for days. It imparts all of your laboratory equipment with a brim-
stone stink. This gives your laboratory a certain measure of credibility among alchemists.
6 Acid Burns You and your batch are splashed with caustic reagents. You suffer a Damage 3 hit,
and unless you receive the attentions of a Healer within the hour, you will be scarred in a
random location.
7 Clumsy Fool You bungle the brewing, destroy 10% of your equipment, and ruin your chances
with this batch.
8 Trivial Explosion Your current implements are 15% destroyed and you suffer a Damage 2
hit.
9 Explosion Your implements are 25% destroyed and you suffer a Damage 4 hit.
10 Fire! Your implements catch fire. Your current equipment is 35% destroyed by the time you
can put it out, and the fire may spread to adjacent potion implements, walls or even other
buildings depending on their proximity, at the GM’s option.
11- Major Explosion! Your implements are completely destroyed and you suffer a Damage 6 hit.
13 Nearby implements have a 50% chance to be 50% destroyed.
14+ Catastrophic Explosion! Your implements are entirely and utterly destroyed and you suffer
a Damage 8 hit. Nearby implements are also destroyed.
12
10.3 Potion List
Lag Time 1d10 Minutes
10.3.1 Update: Channelpath Potion Volatility Extreme
Ingredient Locale Subtropical Forest
Replaced Effect: For the next 1d10 minutes all cast Ingredient Very Hard (-20)
spells (but not rituals) are rolled as if a successful Difficulty
channelling Test has taken place. Any spell related Creation Hard (-30)
Channelling Test is rolled with +10. Difficulty
Creation Time 1 Month
10.3.2 New Potion: Bladesong Potion

Effects: Your nervous system overloads and you hear


the song of the gods of battle. You gain 1 additional 10.3.4 New Potion: Flayed Man’s Tincture
Half Action per round, +10 to Parry and Dodge
attempts and -30 to Perception (hearing) tests for Effects: You will grow an extra flabby layer of skin
1d10 minutes. After the effect, you must succeed on that bursts easily and bleeds profusely without
a Hard (-20) Toughness Test or you develop a causing pain or blood loss. It lasts until scraped off.
physical dependency and must take a diluted version
of the potion (1 potion per month) or suffer -10 to
Willpower tests. After drinking the concentrated or Lag Time 30 Minutes
the diluted potion, you cannot be surprised, gain -10 Volatility Minor
to Perception (hearing) and need only half the Ingredient Locale Hills
amount of sleep for 24 hours. The dependency stops Ingredient Average (+0)
after 1 month of not taking any form of the potion. Difficulty
Creation Challenging (-10)
Difficulty
Lag Time 1 Round Creation Time 1 Week
Volatility Moderate
Ingredient Locale Wasteland Forest
Ingredient Challenging (-10) 10.3.5 New Potion: Valaya’s Mercy
Difficulty
Creation Hard (-30) Effects: You regain 1d10 Wounds and bloody injuries
Difficulty stop bleeding. Rolls below 4 are replaced with 4
Creation Time 1 Month instead. Other critical injuries require medical
attention as usual.

10.3.3 New Potion: Anthrachnoid Potion


Lag Time 1 Round
Effects: You grow visible glands on your palms and Volatility Moderate
soles and your teeth become pointy and hollow Ingredient Locale Underground
lasting 1d10 hours. When your palms are bare, you Ingredient Average (+0)
gain +10 to grapple related tests and +30 to Scale Difficulty
Sheer surface tests. If your hands and feet are free, Creation Challenging (-10)
you may also reroll failed scale sheer surface tests Difficulty
once. As a Full Action, you may shoot sticky webs Creation Time 2 Weeks
(BS-Test) from your hands (+0) or feet (-20) and
entangle a target (Range 8 yd). The target may
attempt a Strength or Agility (-20) Test to escape.

When dealing damage while grappling, you may


decide to bite the enemy, dealing damage as if you
had the natural weapons talent. Successful bites
inject a poison into the target, liquefying its insides.
The target must succeed on a Challenging (-10)
Toughness Test or take 1d10 damage ignoring
armour.

13

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